//
//#ifndef PROJECTZ_GAME_H_
//#define PROJECTZ_GAME_H_
//
//#include "../engine.h"
//
//#include "../User.h"
//
//
//#define MARKET_STATUS_ACTIVE	0
//#define MARKET_STATUS_SOLD		1
//#define MARKET_STATUS_CANCEL	2
//
//#define MAIL_STATUS_NOT_READ	0
//#define MAIL_STATUS_READ		1
//#define MAIL_STATUS_DELETED		2
//
//#define MAXUSER_PK				3
//
//#define STAT_SET_MAX	10
//#define STAT_MIN		6
//#define STAT_MAX		13
//#define STAT_SUM_MAX	40
//
//
//
//namespace ProjectZ { namespace NGame {
//
//typedef enum {
//	CLASS0_ATT	= 0,			// 공격력
//	CLASS0_DEF,					// 방어력
//	CLASS0_CRI,					// 정확도
//	CLASS0_AVOID,				// 회피율
//	CLASS0_FATAL,				// 치명율
//	CLASS0_FATAL_DAMAGE,		// 치명 피해
//	CLASS0_MAX_HP,				// 최대 HP
//	CLASS0_MAX_SP,				// 최대 SP
//
//	CLASS1_ATT,
//	CLASS1_DEF,
//	CLASS1_CRI,
//	CLASS1_AVOID,
//	CLASS1_FATAL,
//	CLASS1_FATAL_DAMAGE,
//	CLASS1_MAX_HP,
//	CLASS1_MAX_SP,
//
//	CLASS2_ATT,
//	CLASS2_DEF,
//	CLASS2_CRI,
//	CLASS2_AVOID,
//	CLASS2_FATAL,
//	CLASS2_FATAL_DAMAGE,
//	CLASS2_MAX_HP,
//	CLASS2_MAX_SP,
//
//	CLASS3_ATT,
//	CLASS3_DEF,
//	CLASS3_CRI,
//	CLASS3_AVOID,
//	CLASS3_FATAL,
//	CLASS3_FATAL_DAMAGE,
//	CLASS3_MAX_HP,
//	CLASS3_MAX_SP,
//
//	CLASS4_ATT,
//	CLASS4_DEF,
//	CLASS4_CRI,
//	CLASS4_AVOID,
//	CLASS4_FATAL,
//	CLASS4_FATAL_DAMAGE,
//	CLASS4_MAX_HP,
//	CLASS4_MAX_SP
//} EPCSTATUP;
//
//
//void SendCharacterDefaultInfo(User *pFromUser, User *pToUser);
//
//void SendCharacterEquipInfo(User *pFromUser, User *pToUser);
//void SendCharacterFairyInfo(User *pFromUser, User *pToUser);
//void SendCharacterQuickSlotInfo(User * pFromUser, User * pToUser);
////void SendCharacterInvenInfo(User *pFromUser, User *pToUser);
//void SendCharacterInvenBagInfo(User *pFromUser, User *pToUser, int bag_type);
//void SendCharacterInfo(User *pFromUser, User *pToUser);
//void SendCharacterInfoSimple(User *pFromUser, User *pToUser);
//
//void SendAICharacterDefaultInfo(User * pFromUser, User *pToUser);
//void SendAICharacterEquipInfo(User * pFromUser, User *pToUser);
////void SendAICharacterFairyInfo(int slot_seq, User *pToUser);
//void SendAICharacterQuickSlotInfo(User * pFromUser, User *pToUser);
////void SendAICharacterInfo(int slot_seq, User *pToUser);
//
//
//void SendCharacterDetailInfo(int fromgid, User *pToUser);
//
////int GamevilSendMail(User *pUser, int receiver_gid, long long item_seq, int item_count, const char *message, const int gold, const int zen);
////int SendMail(User *pUser, int receiver_gid, long long item_seq, int item_count, const char *message, const int gold = 0, const int zen = 0);
////int SendMail(int item_table_index, int sender_gid, int receiver_gid, long long item_seq, int item_count, const char* sender_nickname, const char* receiver_nickname, const char *message, const int gold = 0, const int zen = 0);
//
////int GetTotalDamageToBoss(::ProjectZ::NGame::CBaseSpace *pSpace);
//
////int PVPSearchOppByPractice(User *pUser);
////int PVPSearchOppByPractice_WhereLevel(User *pUser, int level);
////User *PVPSearchOppByRandom(User *pUser, char *opp_id);
////int PVPSendMatchPlayer(User *pUser, int ret, const char *opp_id, int opp_slot_seq, int opp_gid);
//
////bool SendPKEnter(User *pUser);
////int GetPKSessionRank(::ProjectZ::NGame::CBaseSpace *pSpace, int gid);
//
////bool WorldPlayerAdd(User *pUser);
////bool WorldPlayerDelete(User *pUser);
//
////bool makestat(stStat *pStat);
//
////bool SetCostumeInfo(User *pUser, stCostume *costume);
//
////int GetIncreaseStat(User *pUser, ESTATNAME statname);
//
//int GetMaxHP(User * pUser);
//int GetMaxSP(User * pUser);
//
//int DropItem(User *pUser, int defender_gid);
//
////int GetSlotSeq(User *pUser, int user_seq, int slot_number);
////int GetMainSlotSeq(User *pUser, int gid);
//
//int GetBattlePetTID(int gid, int slot_seq);
//} /* NGame */ } /*ProjectZ*/
//
//
//#endif /* PROJECTZ_GAME_H_ */
